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				@@ -146,14 +146,20 @@ namespace GFGGame 
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				                 PromptController.Instance.ShowFloatTextPrompt("不能制作已经拥有的物品!"); 
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				                 return; 
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				             } 
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				-            //合成 
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				-            ItemCfg clothingSyntheticCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId); 
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				-            _materiarsOfSelectedItem = ItemUtil.CreateItemDataList(clothingSyntheticCfg.syntheticMateriarsArr); 
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				+            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId); 
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				+            //合成消耗判断 
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				+            if(ItemDataManager.GetItemNum(itemCfg.syntheticCostID) < itemCfg.syntheticCostNum) 
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				+            { 
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				+                PromptController.Instance.ShowFloatTextPrompt("消耗不足!", MessageType.WARNING); 
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				+                return; 
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				+            } 
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				+ 
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				+            //合成材料判断 
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				+            _materiarsOfSelectedItem = ItemUtil.CreateItemDataList(itemCfg.syntheticMateriarsArr); 
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				             int count = _materiarsOfSelectedItem.Count; 
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				             for (int i = 0; i < count; i++) 
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				             { 
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				                 ItemData itemData = _materiarsOfSelectedItem[i]; 
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				-                ItemCfg materiasItemCfg = ItemCfgArray.Instance.GetCfg(itemData.id); 
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				                 int num = ItemDataManager.GetItemNum(itemData.id); 
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				                 int numSynthetic = Mathf.Max(num - 1, 0); 
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				                 if (numSynthetic < itemData.num) 
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				@@ -163,13 +169,7 @@ namespace GFGGame 
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				                 } 
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				             } 
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				-            for (int i = 0; i < count; i++) 
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				-            { 
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				-                ItemData itemData = _materiarsOfSelectedItem[i]; 
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				-                ItemDataManager.Remove(itemData.id, itemData.num); 
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				-            } 
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				-            ItemDataManager.Add(_selectedItemId, 1); 
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				-            GetSuitItemController.TryShow(_selectedItemId); 
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				+            ClothingSyntheticSProxy.ClothtingSynthetic(_selectedItemId).Coroutine(); 
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				         } 
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